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Underwater/Above water rendering

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Underwater/Above water rendering

Postby Fikoljuky » Mon Nov 19, 2018 2:13 pm

Is it possible to make an effect similar to this where one half of the screen is rendered with one type of post-processing and the other half with another?

I found a post about it on the Unreal forums but I'm not sure if it's possible using Amplify and unity?

Can you guys help me out?
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Re: Underwater/Above water rendering

Postby Amplify_Borba » Mon Nov 19, 2018 4:10 pm

Hello, you should be able to reproduce that type of effect, although it will likely require additional scripting, perhaps even using a second camera, depending on how you're planning on implementing it.

A simple way of applying a post-processing shader to a specific part of the screen render through the shader would be through use of the Lerp node, for example, to interpolate between the screen with and without the post-effect being applied, based on a variable that would be passed by a script with the necessary data to interpolate, such as the player's position in the world.
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